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Tools and Methods Search

Welcome to the search area for tools and methods!

We have collected examples from 90 schools in several European countries. You can search by four different criteria:

  • At which age level you teach
  • The different subjects and activities you are interested in
  • Teaching issues you want to look into
  • How to strenghten different skills and competences among the students

More will come, and you can help by sharing your best practice.

When you have selected a tool or method, there is an option to review the tool. We encourage you to share your opinion or view. This will help us develop the virtual guide, and give important feedback to your colleagues all over Europe.  

 

19 results

Pupils are introduced to different regions and types of geography such as cities, towns, rural areas, seaside, landlocked areas, etc. In this in-depth and action packed programme, students role-play business ownership, produce a product using different methods of production, look at the costs associated with running a business, create product advertisements, and take charge of their own businesses to make a profit! It demonstrates why different types of business may establish in different regions and how government has a role as decision maker, tax collector, arbitrator and provider of services.

JA Our City introduces students to the basics of financial literacy, the characteristics of cities, and how people and businesses in cities manage their money.

Students will explore zoning found within a city; the importance of money to a city, paying taxes, and how people use different methods to pay for goods and services. They also will explore how financial institutions, entrepreneurs, and news media contribute to the financial well-being of a city.

The Intel® Learn Program has brought the future within reach for more than a million young people in communities around the world where there is limited access to technology in homes and schools. Through participation in this informal education programme, designed to take place after school, students learn the skills necessary to work and compete in the increasingly knowledge-based economy of the 21st Century.

A process/stage-gate model, developed collaboratively by a Danish primary teacher and a teacher trainer, which is based on design thinking and user-focus.  

The process involves four separate stages (FIRE means 'four' in Danish). It was developed specifically for schools, and for learning situations where learning a subject with concepts, for example, is the core focus.

A reflection, based on the experiences of staff at a Polish teacher training centre, on the value of using simulation games and role play situations in entrepreneurial learning. Suggestions are given for how to design effective simulations and what to consider when using them with students. 

A 'Mental Map', also known as a 'map of thoughts', a 'brain map' or a 'concept map', is basically a graphic presentation of human thoughts and simple associations connected with a certain topic. This is a guide on how to use Mental Maps effectively as a tool for teaching and learning.

A simple, creative process used in secondary school to start an entrepreneurial activity. “Idea dating” can help stimulate their creativity and communication skills

An account of how a Slovakian school supports its students in developing problem-solving skills and creative thinking.

A 'game' is a tried-and-tested strategy for teaching students about a particular topic and/or helping them to develop and practice skills in a 'fun' situation. It helps to build an element of competition into their learning experience, often promoting engagement, motivation and ultimately a sense of achievement. Based on the experiences of practitioners in a Polish secondary school, some practical advice is offered regarding the use of 'games' in teaching and learning situations.

A history-focused enterprise activity developed by a Finnish primary school which brings benefits to the whole school, parents and other members of the community.

A one-day event - a walk through the local village - is organised by student members of the school's history club who act as guides and also present short dramatic scenes along the route based on their research into historical facts about the area.

Educational projects for students must necessarily be based on the strategy of educating, described by Goźlińska (1997) as: 'general goals, measures and methods prepared by teachers in order to gain best possible results, methods of interpretation of general educational goals and ways of implementing them'. This is a reflection on the purpose and structure of effective educational projects and how they can help to develop entrepreneurial skills in students of all ages.
The use of Role Play in teaching and learning contexts is a tried-and-tested, hugely powerful technique which consists of the playing out of individual roles in short, uncomplicated scenes known as 'communication situations'. Based on the experiences of practitioners in a Polish Junior High school, this is a reflection on the factors that make for effective 'role play' situations.

A description of the project method, its application and value in terms of entrepreneurial learning. This approach facilitates adaptive education, promotes knowledge, autonomy and accountability, and stimulates participation and cooperation amongst students

MY BS logo.jpgAn interactive classroom programme with a strong focus on social studies, reading and writing, which is designed to help lower secondary students learn about entrepreneurs and entrepreneurship .

 

 

A programme for students aged 6-12 which uses the SMART method but focuses on problem-solving and creative ideas development the field of clean/green energy; SMARTcamp is a training session for teachers to prepare them for running SMARTer Energy in their schools.

 


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